ActualPainedFrog
ActualPainedFrog
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@DontNerf said:
Oni will always be top 5 if you play him well enough. Unfortunately thats pretty much impossible to play like that consistently
Isn't that the point of tier list though? To show how powerful a character can be if you play them very well. because otherwise Nurse would not be at the top because not many people can play her that well.
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@Ryuhi said:
I mean to be fair the midchapter is coming up, so she's due for her usual completely unnecessary and out of nowhere nerf.
No no, your getting it wrong, it cycles between Pig and Twins, so next midchapter will be Pigs nerf.
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@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2757162#Comment_2757162
Firstly, usually add ons arent taken into consideration when ranking a killer, but even with those add ons its debatable where he would place. Even if CoH didnt exist, he would be the 7th/8th best killer in the game for me, behind Nurse, Blight, Spirit, Artist, Hag, Huntress and then Oni or Twins being in that 7th and 8th spot. Even with lethal, he has nothing against a good team. Other than maybe Hag and even a bigger maybe with Huntress, those characters don't struggle getting the first hit quickly, and all of them except Hag (again) can use lethal to a much bigger extent than what Oni can. All these killers above Oni deal with teams more efficiently and are less reliant on mistakes. Oni relies on mistakes to get the ball rolling. When he's in his power he is without a doubt extremely dangerous, but as I've stressed multiple times here, he has to work to get his power which can easily be denied by good survs.
I think it's ridiculous to not take add-ons into consideration when ranking a killer, you should look at all aspects of them to determine their power. I do agree that before his first M1 he is definitely the worst killer, but once you get that first hit, you open Pandora's box and can literally end games with a single demon rush, even if you don't down everyone all that blood is going to add up and as long as you keep the survivors near your blood, you can guarantee wins. So yes, your absolutely right, playing safe against Oni makes him much weaker, but you can do the same exact thing against literally every other killer in the game aside from Nurse.
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@I_am_Negan said:
https://forum.deadbydaylight.com/en/discussion/comment/2757247#Comment_2757247
I don't really have much need for bp anymore.
What about the need for BP for others?
I also find it pretty boring.
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@psionic said:
I would like to ask for a implementantion of a sound cue when a survivor activates an exhaustion perk (honestly, Dead Hard). Due to how restricting is the killer's FOV, sometimes it's so much confusing to understand when a survivor performed the DH, it makes me questioning if I missed an attack by my mistake, if I got juked or if the survivor in fact activated the perk.
Maybe an sound cue when the survivor is x meters from the killer.
That would be pretty funny if you got validated as the Twins and all you heard was a tts bot saying E as Feng proceeded to dropkick you,
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@jesterkind said:
I've been thinking a lot recently about how weak hexes are right now- not unusable by any means, but certainly flagging a little compared to where they could be. There are a lot of things that could be done to fix this, but in my opinion, there are two things that would be the best fix- one big fix, one small fix. Starting with the small fix...
Totem spots should be randomised at set intervals (once every few months or so).
Not only would this help to protect hexes from very experienced survivors who know all of the potential totem spawns like the back of their hand, it'd also encourage a shakeup to the meta as people would swap to bringing totem-hunting perks a little more often when they're re-learning the totem spawns. As far as I'm concerned, either regularly changing the totem spawn areas or just changing them once to make them a bit more uniformly balanced between both hexes and boons (as there are certain spots for either that are a nightmare for the other side) is unambiguously necessary, regardless of any other changes that get made. That's the smaller change, though- the bigger one is...
Hexes no longer light up until they've affected something, or after some other action is completed.
Over the course of my musings, I realised that part of why Plaything is such a fun and viable perk right now is because it can't be deactivated before it actually does something. So, what if all hexes followed a similar pattern? For some hexes, this would be pretty obvious- Ruin wouldn't light up until someone's let go of a generator and Ruin starts regressing it, Devour and Lullaby wouldn't light up until they gain a stack, Third Seal wouldn't light up until you've hit someone, Thrill wouldn't light up until someone tries to cleanse or bless...
Granted, this is slightly more complex for other hexes like Haunted Grounds or Undying, but I think it's still workable. My suggestion would be to give "trap" hexes like Haunted and Retribution some minor, small activation trigger, like hooking a survivor or damaging a generator, so that they still end up activating pretty quickly and people can still be drawn in to trigger the effect. Undying is a little stickier, but I think changing it to just light up a second dull one single time is feasible!
If more is needed, I think a very fair change would be allowing hexes to spawn over boons if no dulls are available- since hexes would only light up once, they can still be blessed over again if the survivors choose to.
With these changes in place, I think hexes would be a lot more stable- still a risk, as savvy survivors can still go check totem spawn points and cleanse it very quickly, but it gives them a more consistent base to work from.
What do you guys think?
Suggestion number 1 would only work for a few weeks until people picked up on it.
Suggestion number 2 is how I always wanted hexes to work, I like the ticking time bomb element of them, but the issue is that most the time they don't even get a chance to put any pressure on the survivors.
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@Advorsus said:
I'm not quite sure why some survivors hate farming killers. I personally love playing as and against a farming killer. I enjoy it because if I'm playing as a survivor, and I'm getting back to back face campers and tunnelers all night, it's nice to have an easy break to help me reset my mindset.
Same thing with playing as a farming killer. I like strapping on my bloody party streamers, and letting survivors just chill and farm me, help them get their challenges done, maybe get some pips in. Plus I get to hit them a lot and watch their blood go splat.
The craziest thing is I actually get hate mail from some people for letting them sit there and flashlight me all game or stun me with pallets. I get more endgame messages from that rather than if I just camped all game lol. It's crazy to me the mindset of some people in this community.
I used to farm a lot but nowadays I just try and end the game quickly with a hatch escape regardless of which side I'm playing, I don't really have much need for bp anymore.
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@espooked said:
https://forum.deadbydaylight.com/en/discussion/comment/2757227#Comment_2757227
Solo survivor is not being buffed it's just being talked about
Wait really? I must have misread them then, I swear I saw something about custom icons for survivor actions.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2757224#Comment_2757224
- Who tf cares about chest size? Spirit's chest looks nicer.
- Spirit absolutely does too so that's just irrelevant. Try using your ears.
- No one is more attractive than Spirit, period.
I guess we can agree to disagree here, but you can't deny getting chased by Oni in demon fury isn't the most adrenaline inducing thing you've ever experienced.
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@Chimp said:
Title
Wiggle skillchecks, solo survivor buffed, and of course a good ol' Twins nerf, nothing new to see here.
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@GannTM said:
Well Rin was always the Chad Yamaoka anyway so it’s fine.
Oni's got a bigger chest, clear counterplay, and is also far more attractive.
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@Yords said:
Honestly I have to agree, but not because of COH. While COH sucks especially for Oni he can still get his power through regular hits. The problem is him actually getting the initial hit.
Thanks to the latest maps new design it is even easier for survivors to play ultra safe and never allow Oni to get his power early on. And thanks to boon shadow step it is even harder to chase survivors in a map like RPD when you have no trail to follow and several safe pallets on a huge map.
If getting his power early on wasn't such a hassle, COH wouldn't matter all that much since his snowballing potential is good.
Yeah I see what you mean, btw do you use lethal pursuer or not? Because if you do, with a little map knowledge you can quickly figure out who is in a dead zone. In the Eyrie I can get hits pretty consistently in the dead zones at the corners.
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@DeadSacrifice said:
So I just bought 2200 auric cells and I want to buy some killers who should I buy? I can buy 2 cause I already spent some. Pinhead, Pig, Freddy, Bubba, or Michial?
Oni. Sorry, what was the question?
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/305498/killers-are-humans-too
Very well put.
I have said it a few times, and I will say it again: Killers are the more altruistic factions of the two. The altruism between the factions is the only real and pure altruism, because you get no in-game reward for it, but quite on the contrary, even reduce your actual reward for the round.
If a killer totally dominates and crushes the survivors, it is quite often, sometimes even expected, that the killer shows some pity and gives the last one the hatch, at least if thes did't play like total douches all game.
The altruism that flows from the survivors towards the killer is much, much rarer, though, and in my 400h+ I only encountered 4 seperate instances of Survivor-Killer-Altruism.
1) First one was Oni on Haddonfield. I had a few bad matches, and then playing Haddonfield literally broke me for the night. So after three or four gens flying bye with survivors just occasionally flitting over the street, I just gave up and stood there on the street. After a minute or so survivors noticed and cautiously approached me. I even turned to look at them, but didnt't give chase, why bother? But then one after another they all gived me their items and lay them in front of me. After that I chased them a bit around, and we even had a little turn-around dance in front of the exit gate. We then waved each other good bye and I felt much better.
2) My second one was very impactful for me and on Gas Heaven. The survivors totally dominated and crushed me, and even though I purposefully didn't go for the unhooked survivors, t-bagging and clickety clicking was my only reward. Until the exit gates opened and a Claudette, who I spared earlier, apporached me. She would then walk over to a hook and wave at me, giving me my very first mercy hook. I was so touched and we are now steam friends.
3) The third was on one of the Forest maps. After getting crushed and run circled around by the survivors, and bad mannered by a few, I just gave up. A Nancy noticed, and took a long look at me, before she zoomed off. When the exit gates opened the Nancy returned, with her SWF Jeff in tow, and both of them game me a mercy sacrifice. They wouldn't move to the exit gate, even after two hooks I motioned over there.
4) The last one was on Grim Pantry. I had a bad day and nothing was going my way, even though it wasn't the survivors fault. Just when the last gen popped I finally downed a Feng, actually my very first down that trial. And while she lay there in front of me, I thought "Ah well, everyone played really good this match, but now we will have this ugly camping for that one kill and they will probably still all escape. F-that" and so I picked her up and hauled her over to the exit gate, where I dropped her down and opened the gate myself.
The other survivors kinda panicked and run away in all directions... all save on Jeff, who had a certain divine quality, with his long hair and serene face. He approached me without fear and looked me in the eye. He then healed the Feng and walked over to a hook, giving me a mercy hook. Some of the other survivors unhooked him, but he wouldn't budge and stubornly give me a mercy sacrifice. What a man!
So the altruism towards killers exists, but its very rare and I am sure that a lot of survivor players wouldn't even think about it in their wildest dreams, its just that alien a concept to most. But every single one of this instanced burned itself into my mind and left a lasting impression, helping in mending the rift between survivors and me, the killer. I am much more inclinded to give a mercy hatch now, and even let two survivors escape, when I totally dominated the round. A bit less vitriol would do us all good.
Wow, an actually sane person on these forums? It's been a while since I've seen this.
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@MrDardon said:
Hello everyone!
I just thought of a teachable related thing and what if every Survivor would start with their teachables at Perk Tier 3? I mean, it wouldn't hurt. First of all it'd reduce the grind for a slight bit and you wouldn't have situation like these:
https://us.v-cdn.net/6030815/uploads/K5EJ7SE9SZYG/image.png
Sure, Jonah apparently knows Circle of Healing better than his own teachables. It's kinda depressing to see. Starting at Perk Tier 3 would make perfect sense since they're the ones who TEACH others those abilities.
Yep, makes sense to me, which is exactly why it will never be added.
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@NoOneKnowsNova said:
Personally, atleast against good teams, he never was in the top 5.
@ThatOneDemoPlayer said:
He never was top 5 imo
@Tr1nity said:
He never was.
I heavily disagree with this sentiment and here's why: Oni is a character that varies wildly in power based on who is using him, you have to be very picky with who you target first, and IMO lethal pursuer is what pushed him to top 5 material. A smart Oni can secure an early hit pretty much regardless of whatever circumstance he is in, and once even just one M1 is secured, the game can be over on certain maps. With Akitos crutch + Lion Fang you get the perfect amount of time to 4 man slug a team, and on maps like dead dawg, this made him extremely dangerous. I understand how you can think he is weak, but teams would have to play in a very meticulous way to deny a good Oni of his power. But at that point I doubt even a Good Nurse or Blight could deal with a team that coordinated and experienced.
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@MikaelaWantsYourBoon said:
She will not nerf to death after Sadako or before Sadako. Spirit is fine now. She was unfair before but now she is perfectly balanced. Strong but she has counters too.
This is assuming BHVR are capable of basic reasoning skills.
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@Huge_Bush said:
Do like me and switch to solo survivor with a rare sprinkling of killer. It’s not worth maining killer unless you’re really really good.
Couldn't agree more, I'd much rather deal with brainlet teammates than dangerously high stress induced blood pressure.
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@DeadSacrifice said:
Do you think they should add voice chat to Dead By Daylight? In my opion i would make it easier but also less fun i think, since you have no communication your kinda alone. But thats the fun part for me, Do you think there should be Voice Chat?
This is how you teach young kids swear words, how do I know this, well I was one of the squeakers on older cods who would silently soak up the words.
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@Anara said:
Against hold w meta perks pre drop pallet swf genrushing BNP ?
Even camping isnt enough. I tried everything. Against this kind of teams I can get 1K and thats it.
SBMM is not fun.
Just pressure gens lmao, in all seriousness though, the amount of people complaining about MMR is actually impressive, on the one hand I respect Behavior for being so good at pushing everyone's buttons, but on the other hand it's disturbing how upset people get over it.
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@GannTM said:
I would be fine with it if they don’t copy and paste her power directly from Spirit.
No don't worry, they'll just copy and paste another killer.
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@Advorsus said:
This is where I feel Friday the 13th actually outshined DBD. It's gameplay at it's core was pretty solid. When playing Jason you actually felt pretty strong, you felt like you had constant pressure, and you could actually be scary for teens to go up against. But at the same time, as a teen, you didn't feel completely helpless. There were multiple ways to escape, different playstyles, and a lot of team work involved, especially if you wanted to kill Jason. It wasn't just one person looping endlessly while 3 just hugged gens for 4 minutes.
Ok small correction, Jason feels strong now but in one of the final patches is when they made him unstun-able in rage. Before that bully squads could just walk all over Jason, especially if you played part 2/9.
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@Lambch0p said:
I started playing this game right before pyramid head was released. I never got a chance to play old Freddy, but after watching gameplay, I personally believe he was the most unique killer ever made. In the ringu movie and novel, Sadoko has no weapon, and only kills characters through a curse (or virus in the book) that takes their life after 7 days. I think Sadoko is going to be a killer in the vein of old Freddy and plague, with a very different play style that doesn’t revolve around getting chases and downs immediately, but instead focuses on building pressure with her power before engaging in traditional chases. This is all speculation, but I don’t see how Sadoko could be implemented like the other killers in this game when she is so unique in her original lore. Regardless of whether she is strong or weak, I think it’s possible we are going to get a very interesting killer that will satisfy the desires of many people who want unique killers that play very differently.
Can't wait for her to turn out to be yet another killer with minor map pressure and anti-loop.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2753462#Comment_2753462
I play on Xbox series happened to me couple times. If it aint the kids its my ######### cat or dog unplugging the internet. Anybody looking for a Kid I will sell them cheap?????
Kidding
Don't sell your kid, make them learn how to code and get them employed for Behavior, then delete Freddy pls.
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@Fluffatron said:
I just tried to post this a few minutes ago but the post is now missing. Apologies if the first post was moderated but I received no messages or any kind of feedback and that was my first post so I am assuming that it is a website error. Anyway, here it is again:
Introduction
I really enjoy tier lists in DBD but one problem I encounter frequently when I look at them is I do not understand what they mean. What are these killers being rated on? What is the difference between tier B and tier C? Questions like these. It can be hard to tell what the purpose of lists are and why certain killers are placed where they are.
I wanted to create a list using a more scientific approach in an attempt to eliminate a lot of these confusions. I rated each killer in a number of different categories (outlined below) and gave them a numerical tier score which was calculated from the category scores. Of course there is still a lot of subjectivity in this experiment as I am putting my own personal opinions into these scores but I tried to be as objective as I could be and my hope in doing this is it should give a slightly more objective result than just going by gut feeling – at least by my given starting criteria.
The MacheteMan Scale
First, we need a scale to rate killers on, we need to define what is the best and the worst and then place each killer on that scale.
The base to start on is the “MacheteMan” – a totally basic M1 killer with base stats and no power. We use this as a starting point since every killer (barring a few special cases) use these base stats and have the same core mechanics to learn, therefore we eliminate this from our evaluation (and compensate in our category scoring for the special cases). We give this killer a rating using the categories we will be using for each killer and this creates our zero. Then as a counterpart we make a hypothetical “perfect killer” which has the best scores possible in each category. This makes our scale for 0% to 100% where 0% is MacheteMan and 100% is our hypothetical “perfect killer”.
Categories
The following are the categories in which I have rated the killers. Full definitions of each category are defined in the “Definitions” sheet on the google sheet linked at the bottom of the post.
Lethality – measure of how lethal the killer is. How quickly can they get a survivor down in the 1v1 game? Higher scores in this category mean a killer is more likely to be able to kill you quicker. An example of a high lethality killer is Bubba since he has a chainsaw which can insta-down multiple survivors in a single swing or the nurse who can finish chases extremely efficiently with her power.
Mobility / Utility – this is a measure of the killer macro gameplay. Higher scores in this category mean killers have ability to pressure multiple survivors through their movement speed or other abilities to slow down the game. An example of high mobility killer is The Blight with his speed or high Utility The Cenobite with chain hunt dramatically slowing down all survivors.
Addon / Perk Dependency – how dependent is the killer on using addons or perks to do well? The less dependent on addons and perks the killer is the higher this score.
Mechanical Difficulty – how difficult is it to physically use the killer ability? The easier it is to use their ability the better the score for this category (e.g. Blight is very difficult so gets a 5 for difficulty whereas trapper is super easy as you just put a trap down as long as you are holding a trap).
Cerebral Difficulty – how difficult is it mentally and strategically? Does this killer require any killer-specific knowledge? The easier it is to play the better the score for this category (e.g. where trapper is very mechanically easy to put a trap down, it has a higher cerebral difficulty as you need to think and plan a lot).
Note: both difficulties do not take into account how difficult it is to play as an M1 killer. As outlined above we are eliminating this with our MacheteMan base value
The formula
This is one of the most subjective parts of this experiment. Each of these categories have different levels of importance which to different people might have different priorities. For my list I wanted to make a list that could apply in the most general case for the average DBD player. I ranked importance as Lethality first, closely followed by Mobility/Utility, the difficulty is a small factor and the dependencies are a smaller factor still. I wanted difficulty and dependency to be a consideration without swinging the tier score values too much. The exact values I used can be seen in the definitions sheet.
Now with each category being given a weighting coefficient I rated each killer in each category on a scale of 1-5 (with 1 being the “best”). Each killer was rated as if it was being played by a competent player using the average set of addons (i.e. not always bringing the rarest or best addons but rather bringing what I think would be brought in most games). These category scores and category weights are then accumulated into a TierNumber as follows:
TierNumber = SUM(CategoryScore*CategoryWeight)/SUM(CategoryWeight)
This tier number is then normalised to MacheteMan and we finally get our % score for that killer. The tiers are defined in bands as follows: S > 75%, A > 50%, B > 25%, C > 10%, D <= 10%
Results
You can see a full list of results on the below Google sheet. Definitions and weightings are on the "definitions" sheet, all of my scores and the output of the tier list is on the "Patch 5.0.0" sheet.
https://docs.google.com/spreadsheets/d/1rzPqgSzLLYwVdbwhDzQ7lM2MvaczIdrE4Emfuk3T9ks/edit?usp=sharing
Conclusion
Overall, I am quite pleased with how this turned out. In my opinion, killers were for the most part banded into appropriate tiers with just a few exceptions. I think an argument could be made for most killers moving them up or down by one tier or moving them up or down within their tier but no one feels like they are wildly misplaced.
One thing which may be worth noting is how bottom-heavy the list looks with about half of the killers being in the bottom 25% of the scale. I think that this is unsurprising since we are comparing killers to the idea of a “perfect killer” and there are a lot of killers in this game which really do struggle without a lot of help from perks or otherwise.
Thank you for reading. I hope you enjoyed it. I would be very interested in hearing your opinions and critiques. If you would like to use this scale to make your own tier list then feel free to make a copy of the google sheet and input your own weightings and category scores. I would be interested in seeing how different people using the scale might get different results.
This is all very well though out, but I do have a few problems with this list
1: Pyramid Head should have max lethality, his main strength is his ability to tunnel. He also has no dependency on add-ons.
2: Huntress is also very lethal, her ability to chew through health states, especially with cooldown add-ons makes her especially lethal.
3: Cenobite is not very perk/add-on reliant, while good perks and add-ons make him more consistent, his greatest strength is his ability to snowball off his natural slowdown.
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@xxshyguyxx said:
Keeping it simple of course. I could dive into it hard but for the sake of conversation I won't.
People feel the handicap as the killer much harder than they feel any handicaps as survivor.
Most killers struggle terribly trying to catch up to any survivor they see from a distance. It's a walking simulation. Bridging the gap is an atrocity for most.
You've been there a 100 times. You see a survivor, they see you, they run, and you attempt to catch up close enough for the chase to initiate. When it does, half the time they'll jump a window, or go around a loop, and you'll lose the chase music while still in chase, hell while still behind them sometimes. So bye bloodlust.
When you finally do get there, you smack em, and the rocket away and it starts over again. You feel sluggish, slow, and powerless.
When the match starts the killer is at his weakest. All pallets are up, all gens are up. Unfortunately this is the critical time in the game where you must apply proper pressure or you'll lose the game early.
If you go against 4 people, you need to get lucky and find the one who isn't that good at looping first in order to get them hooked and survivors off gens to save.
This is where luck comes into play and dictates the results of the game.
If the first person you find can loop, you'll waste to much time and lose the game. So you break the chase, and leave that area of the map to find someone else
If the second person also can loop then you're right back where you started, wasting time downing.
Alot of matches play out where you have 1,2, maybe 3 hooks by the time 3 almost 4 gens are done.
This is because you have a hard time downing the survivors you find early in the game. Luck has alot to do with it.
You are set up pretty early on to either snowball or throw depending on chase.
Unfortunately you have to run corrupt or gen perks to give you slightly better odds.
It just feels so clunky, and it can be such a chore breaking pallet after pallet trying to get a few people on hooks early.
I think it really intimidates, frustrates, and becomes unfun quickly. You kinda throw your hands up when 3 or 4 gens pop in under 5 minutes and you have so little hooks early on compared to how many gens they get early.
Seems that most kills or snowballs happen by Chance at the end of the game either by luck, or mistakes of the survivors and those kills don't feel rewarding. Killers enjoy the Chase. Unfortunately chasing costs gens faster.
So you end up stomped and feeling frustrated, or you capitalize on their mistakes, and the kills feel lackluster and unfun to get that way.
It's a Rollercoaster of emotion playing the killer role. And I think most just avoid it. Or they play some. Have a few bad matches, and swap over bc it's just not that fun how fast you get put into the situation where you are down to 1 or 2 gens and all 4 are still alive. Your odds are just massively against you and you can feel it.
Haha nice try killer main, but you see, Pig has a 59% kill rate, this means the game is actually killer sided and therefore we must nerf Twins.
/s
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2753492#Comment_2753492
I just wish people would stop saying survivors run it cause they’re bad at chases when that’s not a good argument.
Oh no, I run it all the time, I don't like it but I use it for the same reason I use DS. There's a lot of tunneling killers at my MMR.
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@Gigante said:
Dead Hard is the most pathetic perk for survivors, the only condition for its use is being injured and you can use it as many times as you want while you're injured. At high ranks people don't even bother to heal themselves because they know they have a second chance at any time.
The mechanic of activating this perk should change, as the absurd amount of times the killer must deal with this perk dozens of times in the same match is ridiculous.
Yep, this totally isn't the 10,000,000th thread about Dead hard. I mean, I respect the commitment, but we all know dh's time is near, it'll definitely be nerfed by the end of the year.
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@GuyFawx said:
Would the removal of hexs and boons be actually healthy for DBDs state that it is in right now? Sure there are plenty of players that hands down rely on them especially Hags. I just feel like behavior could do a test trial build where they try to see if they game would be more balanced when they got taken out. Granted they would need to replace those perks with ones that were maybe not as strong and by testing it out they could see if players would love or hate it. These forums have become a cesspit of complaints on both sides and testing it out they may find players adapting better than they think. Sure being able to cleanse totems is a score event that we would lack i just feel like at this moment in the games history they are just causing more drama then they ever are fixing. What are your guys thoughts if they just removed all totems entirely or even gave an offering that auto distroyed them all is another idea. Anyways you can all tell me how much of an idiot i am and its foolish to think about this concept.
Yes, boons have potential, but at the end of the day the game wouldn't suffer from their removal.
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@Starrseed said:
So since we will get some juice shards when they take the bubba faces away I will have enough to get me a new killer but I just don't know who to get.
At the moment I stand between blight, doc or clown/artist but both kinda need me to hit on range and I'm not that good at that. Since I already have undying and pop I don't even have perks to direct me a bit.
Give me your thoughts maybe even another killer.
Blight fun and fair, but prepare to lose a lot, just think of it this way: by losing now, all the tears you cry will be more than made up for with the amount of tears you'll make the survivors shed.
Doc and Clown are both very simple characters, but they may getting boring to you after a while.
I can't comment on Artist, but Pain Resonance and Grim Embrace are pretty good.
And of course as @tippy2k2 said, pick up my boy Kazan if you can.
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@VINKOLT said:
and I get disconnected from the match during the end-game collapse for no apparent reason. 5 minute matchmaking ban.
Yay?
A lovely "welcome back".
That's just about the nicest welcome you can expect from this game, but seriously I think that's a network/hardware issue, I play on console and even I don't get that so the spaghetti code might not be the problem here.
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@KblokoBR said:
Im really trying to understand why did they nerf a ton of the decents nemesis addons, like mutation rate, a thing that already was hard as f to mutate bc the free boost you grant to survivors. Now this is even worse, you have to wipe them more times and loose more time, making this killer a lot inviable than before. I just want to know why, what's behind this??
It's a case of The Prosecutor's Fallacy, they assume all over-used add-ons must be broken and therefore must be nerfed, although it wouldn't exactly be the Prosecutor's Fallacy because everyone knows why all Twins player use Victor cooldown add-ons.
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@VicThor said:
I think killers should have console version. For example Billy, Nurse, Blight etc….
I think I speak for everyone who plays these characters on console when I say we don't want a kiddie mode version of the character, only minor adjustments to make them less clunky.
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@Ghouled_Mojo said:
It’s not easy on console for sure. Good players can juke easily and, yeah, it certainly can be an issue. I’ve been trying to learn Billy. Early on, no issues. Been getting better survivors with him and the chainsaw hits are getting harder as I go along. The controller doesn’t help
If only something, anything existed that could help controller players *Cough Cough Mouse and Keyboard support or proper controller settings Cough Cough*
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@Mileena_Kahn said:
Mortal Kombat is my favorite game and it’s a popular fighting game, it has some characters that can make a good killer for Dead By Daylight in my opinion, like Mileena, Baraka, and Reptile. Any chance BHVR would look into licensing a character from NeatherRealm Studios? 👀
It would only work as skins, so things like a Reptile skin for Hag, or an Erron Black skin for Deathslinger, a full blown character would probably be to goofy to add though, like imagine funky synth music while your getting chased by ######### Scorpion.
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@MrPeanutbutter said:
Well, seeing as you can only advance your MMR by escaping because according to the system “escaping is the sole measure of your skill level”, unfortunately I think you’re stuck until the MMR system gets changed. The only way to escape MMR hell is for the devs to admit that it’s a terrible system and either overhaul it to something that is based on more than just escapes or just revert back to the old rank system.
Well that's depressing, DBD is one of the few games I could enjoy by myself.
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@ShinobuSK said:
You dont. But you should ask that devs on their q&a stream because thats a very good question
That sounds like the fastest way to get ignored.
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Good ol spaghetti code doing it's work, but actually you should post this in the bug reporting section with video evidence.
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@jamally093 said:
When your not trying something new what's that go to build for you.
Spine chill: Mainly for Wraith and Ghostface
Iron will: because I main Jeff and he groans so loudly
Self care: my team doesn't bother healing
BT: because BT
Tinkerer and No Way Out + anything else. I crutch hard on tinkerer to know what gens are about to pop.
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@Veinslay said:
Two spawn right next to a generator and one right in the corner of the killer shack. I lost 75% of my build in like 35 seconds. I thought Coal Tower was supposed to be the most balanced map in the game? LOL. What a joke
No maps are truly balanced unless your playing a top 3 character. Dead Dawg in most cases just makes the match only slightly survivor sided.
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@Ryan489x said:
My god was it a pain in the ass. and on Badham pre school to boot.
I don't know how you do it, I refuse to play him without Tinkerer and Discordance, so good on you for that.
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/2751484#Comment_2751484
To be fair, people buy digital cosmetics in 5 year old games, I do not think we are very conservative with our money... I mean, I bought an outfit for my worst killer that is going to be replaced completely in March. Kind of cringe, dawg.
Spirit? No, she's fine, otherwise you'd see GannMan going ballistic.
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@eloise said:
Like in the title, what combinaison again the boon?
Step 1: Unplug PC/Console.
Step 2: Go outside.
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@MootsieCat said:
What if there was an option to filter out maps and or killers? Of course, this could increase your queue time but what if you disliked a killer or map enough to wait, would you use it?
There isn't a map I don't like but I don't care for the three Resident Evil killers, the Tyrant, zombie 1, and zombie 2
That title gave me headache, but to the actual point please no, imagine trying to play Bubba, I know the FIRST killer I would block would be Bubba.
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@unpossible_ said:
I'm going to start this off by saying that while I'm new to the forums, I'm not new to the game. I have almost 300 hours, and I've played off-and-on for about four years at this point in time.
I believe that it's an unnecessarily toxic perk that, while mildly beneficial to the killer, doesn't nearly warrant the shear rage felt at losing any item you were planning to use. Survivor items in general are a lot less powerful than killer add-ons (possibly excluding flashlights, but those already have the specific counter of lightborn that killers could run instead with a lot less toxicity) due to the limited nature of them. I've thought this across all iterations of the perk, and even with the most recent changes to it I still think it's a terrible thing.
Also, most of the reasons that I've seen people defend the perk in past threads are no longer applicable. A few of these are:
1) No white ward alternative for killer add-ons -- this hasn't been the case ever since the induction of the black ward. The equality of this black ward/white ward between killers and survivors is negated by the fact that killers have a way to get rid of survivor item and add-ons but survivors lack the possibility to remove killer add-ons.
2) Survive with friends early hatch escape -- this power got removed with the latest hatch nerf, which honestly made that ability of the keys almost worthless (or at minimum, a lot more situational than it was before). This hard nerf to the key and hatch makes it a lot less important/valuable but a lot more toxic for killers to hunt down key users.
3) The claim that add-ons (specifically white ward) shouldn't go through perks. Michael's iridescent add-on (that I can't for the life of me remember the name of) that allows insta-kills at tier 3 goes through borrowed time. There is no consistency with the add-ons not going through perks idea, and therefore shouldn't be a considered possibility.
Another argument that people often say is that, if you're so afraid of losing your items then don't use them. I think that's exceptionally stupid. Going back to point 2 mentioned earlier, there's no option for survivors to do the same to killer add-ons. Items are meant to be used to add extra spice to the game outside of the regular perks used, and give the survivor side a better chance in an arguably already killer-sided game (excluding survive with friends -- the extra level of communication makes any survive with friends lobby survivor-sided and I'll never deny the struggle any killer has against a mic'd group).
I won't deny that having the perk in the game is a good thing. My two ideas for the perk are to either 1) add a survivor perk that negates killer add-ons (I will admit I do see balance issues with this in the sense that killer add-ons are much more powerful than survivor perks, so if this were the case it'd have to be a very short duration of blocking killer add-ons) or 2) make it so that items lost to Franklin's just return to the players inventory after the match (again with balancing, I think this would have to just be whatever item a player brought into the match and to not work if they survive with some other item. I also think we'd have to revert back to the version of Franklin's where items just get eaten by the entity at the end of the timer).
Ultimately, the second idea there is my personal favorite, because I think the effects of one player should not last after the game onto another (unless it's general baby rage from getting beat too hard), but I'm one of many idiots who still play this game. Thoughts?
Yeah, franklins is annoying, but I think you should be more grateful that the killer picked it over some other nasty perk. If I had to choose between dealing with a camping bubba with Deadlock or one with Franklins, I'd choose the one with Franklins in a heart beat.
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@grayon444 said:
So classic mode wouldnt really be like a normal game mode it will be the same game mode we have today but with the old feel of DBD.
https://us.v-cdn.net/6030815/uploads/JOILJEFUEO6B/image.png
https://us.v-cdn.net/6030815/uploads/XHSKJ456QLD1/image.png
https://us.v-cdn.net/6030815/uploads/0OAHSHGW2RC1/image.png
https://us.v-cdn.net/6030815/uploads/ZLRZDV3AEFO1/image.png
Current balance will be present in this game mode and will update with the current game mode.
I think this will be really cool for veterans to go on a little nostalgic trip and for players that never got to experience the old DBD. Oh and also because i hate the realm beyond.
I just really want a bare bones mode, no more COH, no more Dead hard, no more second chances, just survivors and killers focusing solely on resource/time management.
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@throwaway79465468797 said:
If BT is gonna be base kit then it needs an activation.
The only trade worth giving basekit BT for is an injure requirement. In other words BT will not activate unless the player is already injured when saving another player.
Then we can talk about BT being base kit...
So basically you want it to be a guaranteed trade or tunnel, I guess that could work, but I really don't like the idea of rewarding killers who play scummy, instead some passive deterrence (basekit BT) + A reward for playing fair (I'm not sure what that would be though) would be a better way of balancing. Of course you literally have to camp in end game which is why I'm fine with it.
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@AngyKiller said:
We can hope not.
I'm not looking forward to 3-4 man SWFs group-reporting me for 'camping exploits' or 'cheating cuz slugged' or 'Played Doctor'. 😑
To be fair, I have never met a single high MMR doctor main who isn't completely insane.
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@Sepex said:
Why is it even called basekit🤔
An etymology is the history of a linguistic form, such as a word. The word "basekit" is the combination of two words: "Base" and "kit". The definition of the word base is "A conceptual structure or entity on which something draws or depends" and the definition of kit is "A set of articles or equipment needed for a specific purpose." The word Base in the context of the popular video game Dead By Daylight is the games core mechanics themselves, the word kit is referring to the tools granted to the player with which, can be used to properly experience the game. So through the process of basic reasoning and intuition, we can deduce that the word "basekit" refers the tools you receive as a part of the experience, requiring no investment other than a copy of the digital game.
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@FrankWesker said:
For me these days, I usually play much more for the Tome missions and rewards.
According to DBDLeaks on Twitter, the next tome characters are Pig and Tapp, I'm so excited but nothing has been announced officially by BHVR.
So does anyone have any clues when it will be available? Thanks in advance! 😊
This thread is about to go, just so you know you can't post leaked content here.